gtkradiant/contrib/bobtoolz/DMap.cpp
TTimo 12b372f89c ok
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-02-10 22:01:20 +00:00

182 lines
4.4 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// DMap.cpp: implementation of the DMap class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "str.h"
#include "gtkr_list.h"
#include "DPoint.h"
#include "DPlane.h"
#include "DBrush.h"
#include "DEPair.h"
#include "DPatch.h"
#include "DEntity.h"
#include "DMap.h"
#include "iundo.h"
#include "refcounted_ptr.h"
#include <vector>
#include <list>
#include <map>
#include <algorithm>
#include "scenelib.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DMap::DMap()
{
m_nNextEntity = 1;
AddEntity("worldspawn", 0);
}
DMap::~DMap()
{
ClearEntities();
}
DEntity* DMap::AddEntity(char *classname, int ID)
{
DEntity* newEntity;
if(ID == -1)
newEntity = new DEntity(classname, m_nNextEntity++);
else
newEntity = new DEntity(classname, ID);
entityList.push_back(newEntity);
return newEntity;
}
void DMap::ClearEntities()
{
m_nNextEntity = 1;
for(list<DEntity *>::const_iterator deadEntity=entityList.begin(); deadEntity!=entityList.end(); deadEntity++)
delete *deadEntity;
entityList.clear();
}
DEntity* DMap::GetEntityForID(int ID)
{
DEntity* findEntity = NULL;
for(list<DEntity *>::const_iterator chkEntity=entityList.begin(); chkEntity!=entityList.end(); chkEntity++)
{
if((*chkEntity)->m_nID == ID)
{
findEntity = (*chkEntity);
break;
}
}
if(!findEntity)
findEntity = AddEntity("worldspawn", ID);
return findEntity;
}
DEntity* DMap::GetWorldSpawn()
{
return GetEntityForID(0);
}
void DMap::BuildInRadiant(bool bAllowDestruction)
{
for(list<DEntity *>::const_iterator buildEntity=entityList.begin(); buildEntity!=entityList.end(); buildEntity++)
(*buildEntity)->BuildInRadiant(bAllowDestruction);
}
void DMap::LoadAll(bool bLoadPatches)
{
ClearEntities();
GlobalSelectionSystem().Select(false);
class load_entities_t : public scene::Traversable::Walker
{
DMap* m_map;
bool m_bLoadPatches;
public:
load_entities_t(DMap* map, bool bLoadPatches)
: m_map(map), m_bLoadPatches(bLoadPatches)
{
}
bool pre(scene::Node* node)
{
if(node->m_entity)
{
DEntity* loadEntity = m_map->AddEntity("", 0);
loadEntity->LoadFromEntity(node, m_bLoadPatches);
}
return false;
}
void post(scene::Node* node)
{
}
} load_entities(this, bLoadPatches);
GlobalSceneGraph().root()->m_traverse->traverse(load_entities);
}
int DMap::FixBrushes()
{
int count = 0;
for(list<DEntity *>::const_iterator fixEntity=entityList.begin(); fixEntity!=entityList.end(); fixEntity++)
{
count += (*fixEntity)->FixBrushes();
}
return count;
}
void DMap::ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName,
int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation)
{
for(list<DEntity *>::const_iterator texEntity=entityList.begin(); texEntity!=entityList.end(); texEntity++)
{
if(!stricmp("worldspawn", (*texEntity)->m_Classname))
(*texEntity)->ResetTextures(textureName, fScale, fShift, rotation, newTextureName,
bResetTextureName, bResetScale, bResetShift, bResetRotation, TRUE);
else
{
if((*texEntity)->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
bResetTextureName, bResetScale, bResetShift, bResetRotation, FALSE))
RebuildEntity(*texEntity);
}
}
}
void DMap::RebuildEntity(DEntity *ent)
{
ent->RemoveFromRadiant();
ent->BuildInRadiant(FALSE);
}